Hunting Board Game

ABSTRACT

A hunting board game that includes: 12-sided die, a plurality of playing tokens, a deck of Supply cards, a deck of Hunt cards, a box, a tray, and a substantial supply of play money in various denominations comprises a hunting board game. Users roll the die (once per player per turn), draw cards, and move their tokens around the playing board according to rules provided in the rulebook. The first player or team to complete a predetermined number of hunts is the winner.

CROSS REFERENCE TO OTHER APPLICATIONS

This application is a continuation in part to U.S. patent application Ser. No. 14/739,169 filed on Jun. 15, 2105.

BACKGROUND OF THE INVENTION

Board games are a common pastime activity enjoyed by many individuals. Board gaming involves use of pieces or counters that are moved across the surface of a board. The surface of the board usually includes a number of squares and consequences that are related to the movement of the pieces around the board. All board games include a given set of rules, strategy and objectives. The board game may involve both a certain skill or strategy along with luck in order to achieve a goal according to the rules associated with the board games. Individuals may compete in board games on teams or individually. Further the number of players may vary from two to up to seven or eight players. Board games continue to be an excellent avenue for leisure activity, fun and competitive gaming.

As such it would be advantageous to have a board game available that addresses a particular interest of the players. One particular area of interest is hunting another interesting past time enjoyed by many individuals. As a consequence, it would be advantageous to have a board game that was played on a board with pieces that incorporated various types of hunting strategies.

SUMMARY OF INVENTION

The present invention relates to a board game, and in particular to a hunting board game. Hunting games have proven be popular as arcade games and as home video games for consoles and computer. Unfortunately, these are generally solitary games that accept a maximum of two players. A board game may enable a whole family, or a group of friends, to participate. The hunting board game according to the present invention includes a playing board with cards, die, and play money.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts a game board for a hunting board game in accordance with the present invention.

FIG. 2 depicts components used in the hunting board game in accordance with the present invention.

FIG. 3 depicts tokens used with the hunting board game in accordance with the present invention.

DETAILED DESCRIPTION OF THE INVENTION

Referring now to the invention in more detail, the invention is directed to a hunting board game. The game may be played by one to six players individually, or a maximum of four teams, each of which may be compromised by two players. Accordingly, the invention is directed to a hunting board game. The game comprises a playing, one 12-sided die, a plurality of playing tokens, a deck of Supply cards, a deck of Hunt cards, a box, a tray, and a substantial supply of play money in various denominations. Users roll the die (once per player per turn), draw cards, and move their tokens around the playing board according to rules provided in the rule book. The first player or team to complete a predetermined number of hunts is the winner.

The first exemplary embodiment comprises a square playing board 100, one 12-sided die 50, a plurality of playing tokens 40, a deck of one-hundred and fourteen Supply cards 32, a deck of thirty-six Hunt cards 34 and a substantial supply of play money 30 in dominations of $50, $100, $50, $20, $10 and $5 as shown in FIGS. 1 and 2. The playing board 100 includes a Start space and several paths 22, 23, 24, 25, 26, 27 comprised of event spaces and rest spaces. The event spaces include text and the rest spaces are blank. One path 21 follows the perimeter of the playing board 100 around the Start space 20. Other paths 22, 23, 24, 25, 26, 27 branch off, wind back and forth in the same manner as game trails, and cross each other in the interior area of the playing board 10. Users roll the die 50 and move their tokens 40 around the playing board 10 according to the rules of the game that may be provided in a rulebook. Wherever any path intersect, one or more arrows are printed on the playing board 10, which indicate the directions users may choose to move their tokens 40.

An optional tray may provide a separate indentation for each denomination of play money and separate, appropriately sized indentations for the die 50, a Hunt deck 34, and a Supply deck 32. The playing board 100, which folds in half, the rulebook, and the tray with all other game components may be stored in a game box, not shown.

Users roll the die 50, draw cards, and move their tokens 40 around the playing board 100 according to rules provided in the rulebook. Play may proceed in an individual mode or in a team mode. In the individual mode, 1-6 individual players are given one game token and starting money. In the team mode, 2-4 teams of two players each are given two tokens and starting money for one preferred embodiment. The starting play money is given as follows: 2×$500 bills; 3×$100 bills; 5×$20 bills; 3×$10 bills; 4×$5, totaling $1600. Each player or team begins with a hunting license. The hunting license may be imaginary (e.g. described in introductory text in the rulebook) or a printed certificate or card may be provided. Before beginning, players decide on the length of the game in number of hunts, which is preferably a number between one and six, with more hunts taking longer to complete than fewer. The first player to complete the designated number of hunts is the winner. Second and subsequent places may be determined by comparing the total weight or mass of the hunted animals that players have completed; the weight or mass (for example, in pounds or kilograms) of each animal is given on the corresponding hunt card 16. Players may resign at any time without affecting the rest of the game. Notably, players do not know initially what type of animal they will hunt or what equipment will be needed.

The supply cards 32 and the hunt cards 34 are separated into their respective decks and randomized, and the hunt cards 34 are placed on the hunt deck square. A player is designated to handle the supply cards 32. The supply cards 32 are sorted into separate piles of the same supply (6 copies of each supply card are provided), and each pile is kept face down. A player is designated the banker: to monitor play money 30 not distributed to players. $50 dollars of 30 may be placed in the found money space 13. Play order is determined by each player rolling the die 50 once; the player with the highest roll goes first. Further play order may be determined according to any rule, for example in order of lesser rolls, by player age, or in order around the board clockwise or counterclockwise.

Play proceeds by the players taking turns rolling the die 50 and move a designated number of spaces. Players begin on the start space 20 and proceed in the direction indicated on the printed arrows. Upon reaching a junction with two or more arrows, players may choose a path, but may only proceed in one of the directions indicated. The paths in the center of the board 100 are distinct from the perimeter 21 of the board 100 may be designated as “trials”, 22, 23, 24, 25, 26, 27.

When a user's token ends a move on a Hunt space 11, the player draws the topmost Hunt card 32. The player draws a hunt card only once per turn, and subsequent landings on the hunt space 11 enables the player to collect additional hunt cards 32 up to a total of six uncompleted hunts. The hunt card 32 specifies the animal to be hunted and the supplies required. The hunt card 32 specifies the tags needed for the animal specified and the cost thereof. The player must pay the cost of the tags, the player may be required to put the hunt card back. The tags are not physically represented in the game parts.

When the player lands on an animal for which he or she has the relevant hunt card 32, the user may attempt to shoot the game animal shown on the Hunt card 32 if a Weapon card, all required tags, and all required supplies are possessed by the player. If the player lacks a hunt card for the specified animal or does not meet all of the requirements stated, then nothing happens; in this circumstance, the play may be said to be “scouting” as opposed to “hunting” the animal in question. When playing in a team mode, either play may obtain a hunt card 32 on behalf of the team, which shares a single hunt card 32.

When a user's token ends a move on a blank space, the user does nothing and the player's turn has ended. When a player's token ends a move on an Event space, the player performs the action described by one or more words printed or received. Money to be paid (e.g. the event space 12 labeled “Game Warden”) is taken from the player and added to be found money space 13. Money received from competitions is paid from the bank to the player, however if a weapon is specified (e.g. “air rifle competition”) the weapon is understood to be supplied at the competition and the money is paid to the player regardless of the player's supply cards.

Words describing a supply item designate a supply card space. The specific designations may include any of the group of: rifle, bow, knife, air rifle, pistol, shotgun, muzzle loader, flashlight, binoculars, backpack, tree stands, tent, 4-wheeler, squirrel call, turkey call, pig call, and deer call; the designations correspond to the supply cards 32 of which six are provided for each supply. Landing on a supply card space enables the player to buy the corresponding supply card. If the player chooses to buy the supply, then the listed price is paid from the player to the bank, and the player designated to distribute supply cards hands the corresponding supply card to the player by taking the topmost card from the pile corresponding to the particular supply. Supply card 32 from the deck of Supply cards 32. The player may retain any number of supply cards, but may not keep more than one of each type. When playing in team mode, the team shares one pool of supply cards 3C, and each player on the team may obtain supply cards 15. During a player's turn, the player may offer to sell, buy, or trade supply cards with other players, however only one supply card may be bought, sold, or traded per turn and players may only enter these transactions with other players. Supply cards 15 may be kept after successful hunts for further hunts, until the game ends, however at the end of a successful hunt, the player may offer to sell all supplies that were required for that hunt to other players, or auction them according to the procedure below; if supplies go unsold, they may be sold to the bank for half their face value (when dividing prices, the results are rounded up to the nearest $5).

If the player lands on a space supply card 32 that he or she cannot keep (because they it already) or does not want to buy (players may buy supplies that they do not presently need for resale to other players), then the supply card 32 is placed in auction square 13A. Auctions may also be elected by the player after a successful hunt as described above. When a supply card 15 is placed on the auction square 13A, players begin bidding, starting with the user whose turn is next. The minimum bid is the face value purchase price. Players may take turns bidding until a high price is reached and no one chooses to bid higher. If the Supply card 15 is not purchased at auction, it is shuffled back into the Supply deck. Proceeds from all purchases of Supply cards 15, including auctions, are paid to the player whose supply is auctioned.

The playing board 100 and storage box are preferably manufactured from a rigid, durable material with a printed surface, such as coated cardboard. The play money 30 and rulebook are preferably manufactured from a flexible, durable material with a printed surface, such as paper. The Supply cards 32 and the Hunt cards 34 are preferably manufactured from a semi-rigid, durable material with a printed surface such a plastic. The tokens 40 are alloy, or plastic. Components, component sizes, and materials listed above are preferable, but artisans will recognize that alternate components and materials could be selected without altering the scope of the invention.

While the foregoing written description of the invention enables one of ordinary skill to make and use what is presently considered to be the best mode thereof, those of ordinary skill in the art will understand and appreciate the existence of variations, combinations, and equivalents of the specific embodiment, method, and examples herein. The invention should, therefore, not be limited by the above described embodiment, method, and examples, but by all embodiments and methods within the scope and spirit of the invention. 

What is claimed is:
 1. A hunting board game comprising: a. a game board, where the game board includes a plurality of spaces and each space is one of an event space or a rest space, wherein each event space includes labeling designating a particular event; b. game pieces, where the game pieces are used by game players; c. a first path of spaces around the perimeter of the game board, where the first path creates a four-sided game board; d. a series of branching paths, where the branching paths extend from the first path and intersect within an interior of the game board, said series of branching paths multiple paths within the interior of the game board and entry into the interior is available from each side of the four sided game board; e. a found money space on the game board, where the found money space is separated from the first path of spaces and the series of branching paths; f. a die, where the die is used by game players to determine movement over the game board; g. a plurality of tokens, where the game players select and use a single token for movement around the game board; h. a deck of hunt cards, where each hunt card describes a unique hunt associated with the game, where each hunt card designates an animal to be hunted, supplies required for the hunt, tags needed for the animal and costs of tags; i. a deck of supply cards, where each supply card describes a supply for use by a game player, where the game board includes a first square for supply cards and a second square for the hunt cards and said first square and second square are positioned away and off the first path of spaces and the series of branching paths; and j. play money, where the play money includes a plurality of denominations.
 2. The hunting board game according to claim 1, where the plurality of denominations includes $500 dollar bills, $100 dollar bills, $20 dollar bills, $10 dollar bills and $5 dollar bills.
 3. The hunting board game according to claim 1, where each supply card includes at least one of rifle, bow, knife, air rifle, pistol, shotgun, muzzle loader, flashlight, binoculars, backpack, tree stands, tent, 4-wheeler, squirrel call, turkey call, pig call, and deer call.
 4. The hunting board game according to claim 1, further including an auction square on the interior of the game board.
 5. A method of playing an hunting board game using a game board where the game board includes a perimeter path and a series of interior and overlapping paths wherein interior paths are accessible from the perimeter path comprising the steps of: a. rolling a die to begin play; b. starting movement with a token at a predetermined start position based upon the results of step one; c. electing to move along either along the perimeter path or interior paths; d. continuing steps, a-b, until all players are active on the game board; e. each player rolling the die to determine subsequent movement after the first move; f. encountering a plurality of events associated with individual landing positions on the game board; g. engaging a predetermined number of hunts during participation in the hunting game; h. drawing a hunt card upon landing a hunt space; i. collecting a predetermined number of hunt cards during a course of a game; j. collecting supplies to accomplish hunts while moving over the game board based upon hunt card parameters; k. shooting and capturing an animal if the player lands on an animal position matching the hunt card and if adequate supplies are available for the kill; and l. continuing board play until a player completes a designated number of hunts.
 6. The method of playing an hunting board game according to claim 8, further comprising of the step of: distributing money to players before the start of the board game.
 7. The method of playing an hunting board game according to claim 9, further comprising the step of: purchasing supplies upon acquisition of supply cards.
 8. The method of playing an hunting board game according to claim 8, further comprising the step of: designating a hunting tag requirement for each hunt.
 9. The method of playing an hunting board game according to claim 10, wherein players may sale or trade supply cards with other players.
 10. The method of playing an hunting board game according to claim 12, wherein supply cards are auctioned.
 11. The method of playing an hunting board game according to claim 8, where players play in a team format. 